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  1. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  2. // ReShade effect file
  3. // visit facebook.com/MartyMcModding for news/updates
  4. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  5. // MasterEffect ReBorn 1.0.340 public beta by Marty McFly
  6. // Continuation of MasterEffect 1.6.1
  7. // Copyright © 2008-2015 Marty McFly
  8. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  9.  
  10. // NOT COMPATIBLE TO ENBSERIES ANYMORE! THIS IS ONLY FOR RESHADE BY CROSIRE!
  11.  
  12. //CHOOSE EFFECTS
  13. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
  14. #define USE_RAYMARCH_AO 0 //[0 or 1] Raymarched AO: Another AO approach, non-physically correct but realistic shading algorithm. Noisy.
  15. #define USE_CHAPMAN_LENS 1 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
  16. #define USE_FXAA 1 //[0 or 1] FXAA: Detects aliased/jagged edges and slightly blurs them, using the FXAA technique.
  17. #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
  18. #define USE_TILTSHIFT 0 //[0 or 1] Tilt Shift: Photographic effect which blurs the screen to simulate focus. Results in game world looking tiny when viewed from above.
  19. #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
  20. #define USE_LENSDIRT 1 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
  21. #define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
  22. #define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
  23. #define USE_SSAO 1 //[0 or 1] SSAO: Enables Screen-Space Ambient Occlusion, a non-physically correct but realistic shading algorithm
  24. #define USE_MAGIC_DOF 0 //[0 or 1] Magic DOF: Enables intelligent hexagonal DOF shader which can create insane blur radii with almost no fps cost. Expect artifacts.
  25. #define USE_PETKAGTADOF 1 //[0 or 1] PetkaGtA DOF: Enables PetkaGtA's Depth of Field, originally of Blender.
  26. #define USE_MATSODOF 0 //[0 or 1] Matso DOF: Enables Matso's Depth of Field.
  27. #define USE_GP65CJ042DOF 0 //[0 or 1] gp65cj042 DOF: Enables Depth of Field shader, this version is originally by user gp65cj042, ME uses an optimized version by me (Marty McFly).
  28. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  29. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  30. #define USE_SHARPENING 0 //[0 or 1] Sharpen: Sharps the image but may increase aliasing
  31. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
  32. #define USE_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
  33. #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
  34. #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
  35. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. No control values.
  36. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  37. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping).
  38. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  39. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  40. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  41. #define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
  42. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
  43. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
  44. #define USE_FILMICPASS 1 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
  45. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
  46. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
  47. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
  48. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
  49. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
  50. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
  51. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
  52. #define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center.
  53. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
  54. #define USE_CHROMATICABBERATION 1 //[0 or 1] Chromatic Abberation & Lens Distord: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
  55. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
  56. #define USE_GRAIN 1 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
  57. #define USE_HD6_VIGNETTE 1 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
  58. #define USE_BORISVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
  59. #define USE_BORDER 0 //[0 or 1] Adds a 1 pixel black border around the screen to compensate white outlining caused by excessive sharpening
  60. #define USE_MOVIEBARS 1 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
  61. #define USE_LEIFX 0 //[0 or 1] LeifFX: Simulates use of old 3dfx render engines, read here for more info: http://leileilol.mancubus.net/shaders/
  62. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
  63.  
  64. #define RayAO_Samples 32 //[10 to 78] Ray count, higher means better quality but takes much performance.
  65. #define RayAO_SamplingRange 0.01 //[0.01 to 0.1] Sampling range, lower means more precise AO.
  66. #define RayAO_MaxDepth 0.02 //[0.01 to 0.05] Distance clamping to prevent far objects cause "occlusion" on close ones.
  67. #define RayAO_MinDepth 0.0001 //[0.00001 to 0.005] Minimum distance clamping to prevent flat surfaces getting occluded by themselves and to lowe artifacts due to depth sampler accuracy
  68. #define RayAO_Scale 1.0 //[1.0 to 4.0] AO resolution scale. 1.0 means fullscreen, 0,5 means 1/2 height 1/2 width etc.
  69. #define RayAO_Power 5.0 //[1.0 to 10.0] AO darkening power.
  70. #define RayAO_Debug 0 //[0 or 1] Enables raw SSAO output for debugging purposes.
  71.  
  72. //CHAPMAN LENS
  73. #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
  74. #define ChapFlareTreshold 0.75 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
  75. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
  76. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated.
  77. #define ChapFlareSize 0.20 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
  78. #define ChapFlareCA float3(0.1,0.12,0.14) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
  79. #define ChapFlareIntensity 5.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
  80.  
  81. //FXAA
  82. #define FXAANum 4 //[2,4,6,8] Number of FXAA passes. 8 ist highest but costs a tremendous amount of performance.
  83. #define FXAASearchSteps 48 //[2 to 64] Number of algorithm samples. Performance affecting texture fetches are FXAANum * FXAASearchSteps so be careful with changing both values.
  84. #define FXAAEdgeThreshold 0.03 //[0.010 to 0.100] Minimum amount of local contrast to determine pixel as "aliased"
  85. #define FXAAEdgeThresholdMin 0.06 //[0.010 to 0.100] Darkness threshold. Trims the algorithm from processing darks.
  86. #define FXAASubpixCap 0.875 //[0.5 to 1.0] Choose the amount of sub-pixel aliasing removal.
  87. #define FXAASubpixTrim 0.09 //[0.5 to 1.0] Choose the amount of sub-pixel aliasing removal.
  88. #define FXAASearchThreshold 0.25 //[0.1 to 0.4] If local contrast is lower than that, pixel is determined as "done".
  89.  
  90. //TILT SHIFT
  91. #define TiltShiftAxis 0.0 //[0.0 to 90.0] Rotation of Tilt shift axis. 0.0 means horizontal focus line, 90.0 means vertical.
  92. #define TiltShiftOffset 0.5 //[0.0 to 1.0] Position of Tilt Shift axis. 0.5 is screen center. You may adjust this value when changing the axis value.
  93. #define TiltShiftCurve 0.1 //[0.0 to 2.0] Power of Tilt Shift blurring.
  94. #define TiltShiftMult 1.0 //[1.0 to 7.0] Multiplicator if Tilt Shift blurring. Do not set too high, otherwise the single blur taps are visible.
  95.  
  96. //LENSDIRT
  97. #define fLensdirtIntensity 2.0 //[0.0 to 2.0] Intensity of lensdirt.
  98.  
  99. //GAUSSIAN ANAMORPHIC LENSFLARE
  100. #define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare.
  101. #define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
  102. #define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare.
  103. #define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source
  104. #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.
  105.  
  106. //BLOOM
  107. #define BLOOM_MIXMODE 2 //[1 to 2] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
  108. #define fBloomThreshold 0.5 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
  109. #define fBloomAmount 0.3 //[1.0 to 20.0] Intensity of bloom.
  110. #define fBloomSaturation 1.0 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
  111. #define fBloomTint float3(0.7,0.8,1.3) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.
  112.  
  113. //SCREEN SPACE AMBIENT OCCLUSION
  114. #define SSAO_Debug 0 //[0 or 1] Enables raw SSAO output for debugging purposes.
  115. #define SSAO_Smoothening 0.4 //[0.05 to 0.5] Amount of post blur applied on raw, noisy SSAO.
  116. #define SSAO_Samples 32 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
  117. #define SSAO_SmartSampling 1 //[0 or 1] Lowers SSAO sample count with depth. Increases performance by little visual cost. To cover artifacts, enable depth fade so affected areas are less intense.
  118. #define SSAO_Range 30.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
  119. #define SSAO_SampleRangeClipMin 0.01 //[0.005 to 0.05] SSAO sampling min range clip. This should eliminate artifacts from objects that have very low depth difference.
  120. #define SSAO_SampleRangeClipMax 0.1 //[0.1 to 0.5] SSAO sampling max range clip. This should prevent objects from occluding others which are far away from each other.
  121. #define SSAO_DarkeningAmount 2.5 //[0.0 to 5.0] Amount of SSAO corner darkening
  122. #define SSAO_BrighteningAmount 2.0 //[0.0 to 5.0] Amount of SSAO edge brightening
  123. #define SSAO_DepthFade 1 //[0 or 1] Lowers SSAO intensity with depth.
  124.  
  125. //"MAGIC" DOF
  126. #define fMagicFocusPoint float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
  127. #define fMagicNearBlurCurve 1.0 //[0.4 to X] Power of blur of closer-than-focus areas.
  128. #define fMagicFarBlurCurve 1.0 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane.
  129. #define fMagicBlurRadius 10.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter.
  130. #define fMagicBlurQuality 5 //[1 to 20] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
  131. #define fMagicColorCurve 8.0 //[1.0 to 10.0] DOF weighting curve.
  132. #define fMagicManualFocusEnable 1 //[1.0 to 10.0] Enables manual focus.
  133. #define fMagicManualFocusPlane 0.0 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
  134.  
  135. //PETKAGTA DEPTH OF FIELD
  136. #define DOF_VIGNETTING 0 //[0 or 1] Enables vignetting (darkens edges). There is a better shader for that in ME but I decided to keep it
  137. #define DOF_MANUAL 1 //[0 or 1] Enables Manual DOF focussing
  138. #define DOF_AUTO 0 //[0 or 1] Enables Autofocus
  139. #define DOF_PENTAGONSHAPE 0 //[0 or 1] Enables Pentagonal DOF shape (bugged, dunno how to fix, better use GP DOF for polygonal shapes)
  140. #define focalDepth 2000.5 //[10.0 to X] Depth of focal plane for manual DOF
  141. #define focalLength 200.0 //[10.0 to X] Length of focus area for manual DOF
  142. #define fstop 150.5 //[10.0 to X] fStop for manual DOF
  143. #define vignint 4 //[0 to X] Amount if vignetting applied
  144. #define fdofstart 20 //[0.0001 to 0.05] Distance where far blur starts
  145. #define fdofdist 1500 //[0.1 to 1.0] Distance where far blur ends
  146. #define focus float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
  147. #define CoC 0.4 //[0.01 to 0.3] table is here http://en.wikipedia.org/wiki/Circle_of_confusion
  148. #define namount 0.00004 //[0.00000 to 0.0005] Amount of noise applied. This is no grain, rather some kind of DOF offset jittering
  149. #define DOFdownsample 4.0 //[0 to 10] This should downsample the blurred areas but Boris and his unsupported stuff...
  150. #define maxblur 0.8 //[1.0 to 10.0] Maximum amount of blurring
  151. #define samples 6 //[5 to 30] Samples on the first ring. The other rings around have more samples
  152. #define rings 4 //[1 to 8] Ring count
  153. #define threshold 2.5 //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
  154. #define gain 0.1 //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold.
  155. #define bbias 0.2 //[0.1 to 2.0] bokeh bias.
  156. #define fringe 0.2 //[0.0 to 1.0] Amount of chromatic abberation
  157. #define znear 100.0 //[20 to 200] camera clipping start.
  158. #define zfar 3500.0 //[1500 to 8000] camera clipping end.
  159. #define feather 1.1 //[0.1 to 2.0] pentagon shape feather.
  160.  
  161. //MATSO DEPTH OF FIELD
  162. #define USE_CHROMA_DOF 1 //[0 or 1] Enables Chromatic Abberation.
  163. #define USE_SMOOTH_DOF 1 //[0 or 1] Enables smoother DOF
  164. #define USE_BOKEH_DOF 1 //[0 or 1] Enables Bokeh DOF. Disabling it screws the shape up, leave it on
  165. #define USE_AUTOFOCUS 0 //[0 or 1] Enables Autofocus
  166. #define CHROMA_POW 65.0 //[10 to 100] Controls amount of chromatic abberation
  167. #define DOF_SCALE 2356.1944901923449288469825374596 //LEAVE IT
  168. #define FIRST_PASS 2 //LEAVE IT
  169. #define SECOND_PASS 3 //LEAVE IT
  170. #define THIRD_PASS 0 //LEAVE IT
  171. #define FOURTH_PASS 1 //LEAVE IT
  172. #define DOF(sd,sf) fApertureScale * smoothstep(fApertureBias, fApertureCutoff, abs(sd - sf)) //LEAVE IT
  173. #define fvChroma float3(0.995, 1.000, 1.005) //Displacement of colors for chromatic abberation. 1.0 is original position
  174. #define fBaseRadius 0.9
  175. #define fFalloffRadius 1.8
  176. #define fChromaPower 1.0
  177. #define fvTexelSize float2(1.0 / 1920.0, 1.0 / 1080.0)
  178. #define fFocusBias 0.045
  179. #define fApertureScale 0.004
  180. #define fApertureCutoff 0.25
  181. #define fApertureBias 0.07
  182. #define fBokehCurve 8.0
  183. #define fBokehLight 0.012
  184.  
  185. //GP65CJ042 DEPTH OF FIELD
  186. #define NOT_BLURRING_SKY_MODE 0 //[0 or 1] Prevents the DOF of blurring the sky. Probably doesn't work on 0.076 due to SA's stupid depth calculation
  187. #define DEPTH_OF_FIELD_QULITY 1 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
  188. #define AUTO_FOCUS 0 //[0 or 1] Enables automatic focal plane detection, for focussing FocusPoint is used.
  189. #define TILT_SHIFT 0 //[0 or 1] Enables Tilt shifting. Google it!
  190. #define POLYGONAL_BOKEH 0 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
  191. #define POLYGON_NUM 8 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
  192. #define FocusPoint float2(0.5, 0.5); //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
  193. #define FocusSampleRange 1.00 //[0.0 to 10.0] Autofocus samples 4 additional points around FocusPoint and averages focal plane. This value controls search radius of these 4 points.
  194. #define NearBlurCurve 50.50 //[0.0 to X] Blur curve of objects closer to camera than focal plane. Raise for less blur. Set to insane values for no blur.
  195. #define FarBlurCurve 1.00 //[0.0 to X] Blur curve of objects beyond focal plane. Raise for less blur. Set to insane values for no blur.
  196. #define DepthClip 150.0 //[10.0 to 1000.0] After this distance depth if max, no matter how far something really is.
  197. #define ManualFocusDepth 10.0 //[0.0 to 1000.0] Manual focus distance rougly in meters. Active only when AUTO_FOCUS 0.
  198. #define TiltShiftAngle 30.0 //[0.0 to 360.0] Angle of autofocus. I highly recommend to google that effect if you wanna know what it does.
  199. #define BokehBias 10.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
  200. #define BokehBiasCurve 1.50 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
  201. #define BokehBrightnessThreshold 0.8 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
  202. #define BokehBrightnessMultipiler 1.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than BokehBrightnessThreshold.
  203. #define RadiusSacleMultipiler 2.50 //[0.5 to 10.0] Overall blur multiplier, higher results in more blur. Do not set too high, otherwise the single taps will be visible. If that happens, raise quality.
  204. #define BokehPostBlur 0.80 //[0.5 to 3.0] Radius in pixels for post gaussian blur after bokeh blur to smoothen shape.
  205. #define ChromaticAberrationAmount 0.01 //[0.00 to 0.4] Amount of color shifting applied on blurred areas.
  206.  
  207. //EXPLOSION
  208. #define Explosion_Radius 10.5 //[0.2 to 100.0] Amount of effect you want.
  209.  
  210. //CARTOON
  211. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  212. #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
  213.  
  214. //SHARPEN
  215. #define SharpBias 0.35 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
  216. #define SharpStrength 1.0 //[0.05 to 1.0] Amount of sharpening you want.
  217. #define SharpClamp 0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing
  218.  
  219. //LEVELS
  220. #define Levels_black_point 36 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  221. #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  222.  
  223. //TECHNICOLOR
  224. #define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
  225. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
  226. #define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
  227. #define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
  228. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
  229. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  230.  
  231. //SWEETFX TECHNICOLOR
  232. #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want
  233. #define TechniPower 4.0 //[0.00 to 8.00] Power of color change
  234. #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels
  235. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  236. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  237.  
  238. //DPX
  239. #define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel
  240. #define DPXGreen 8.0 //[1.0 to 15.0] ""
  241. #define DPXBlue 8.0 //[1.0 to 15.0] ""
  242. #define DPXColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  243. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  244. #define DPXRedC 0.36 //[0.60 to 0.20]
  245. #define DPXGreenC 0.36 //[0.60 to 0.20]
  246. #define DPXBlueC 0.34 //[0.60 to 0.20]
  247. #define DPXBlend 0.15 //[0.00 to 1.00] How strong the effect should be.
  248.  
  249. //LIFTGAMMAGAIN
  250. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  251. #define RGB_Gamma float3(1.000, 2.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  252. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  253.  
  254. //TONEMAP
  255. #define Gamma 0.985 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
  256. #define Exposure -0.005 //[-1.000 to 1.000] Adjust exposure
  257. #define Saturation -0.046 //[-1.000 to 1.000] Adjust saturation
  258. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  259. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  260. #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  261.  
  262. //VIBRANCE
  263. #define Vibrance 0.05 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  264. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
  265.  
  266. //CURVES
  267. #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
  268. #define Curves_contrast 0.25 //[-1.00 to 1.00] The amount of contrast you want
  269.  
  270. // -- Advanced curve settings --
  271. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  272. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  273. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  274. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
  275. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
  276.  
  277. //SEPIA
  278. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  279. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  280. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  281.  
  282. //SKYRIM TONEMAPPING
  283. #define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
  284. //
  285. #define EAdaptationMinV1 0.05
  286. #define EAdaptationMaxV1 0.125
  287. #define EContrastV1 1.0
  288. #define EColorSaturationV1 1.0
  289. #define EToneMappingCurveV1 6.0
  290. //
  291. #define EAdaptationMinV2 0.36
  292. #define EAdaptationMaxV2 0.29
  293. #define EToneMappingCurveV2 8.0
  294. #define EIntensityContrastV2 2.5
  295. #define EColorSaturationV2 3.2
  296. #define EToneMappingOversaturationV2 180.0
  297. //
  298. #define EAdaptationMinV3 0.001
  299. #define EAdaptationMaxV3 0.025
  300. #define EToneMappingCurveV3 30.0
  301. #define EToneMappingOversaturationV3 111160.0
  302. //
  303. #define EAdaptationMinV4 0.2
  304. #define EAdaptationMaxV4 0.125
  305. #define EBrightnessCurveV4 0.7
  306. #define EBrightnessMultiplierV4 0.45
  307. #define EBrightnessToneMappingCurveV4 0.3
  308. //
  309. #define EAdaptationMinV5 0.08
  310. #define EAdaptationMaxV5 0.20
  311. #define EToneMappingCurveV5 8
  312. #define EIntensityContrastV5 3.475
  313. #define EColorSaturationV5 4
  314. #define HCompensateSatV5 2
  315. #define EToneMappingOversaturationV5 180.0
  316. //
  317. #define EBrightnessV6Day 2.5
  318. #define EIntensityContrastV6Day 1.5
  319. #define EColorSaturationV6Day 2.0
  320. #define HCompensateSatV6Day 3.0
  321. #define EAdaptationMinV6Day 0.64
  322. #define EAdaptationMaxV6Day 0.24
  323. #define EToneMappingCurveV6Day 8
  324. #define EToneMappingOversaturationV6Day 2500.0
  325.  
  326. //COLORMOOD
  327. #define fRatio 2.0 //[0.00 to 3.00] Amount of moody coloring you want
  328. #define moodR 1.0 //[0.0 to 2.0] How strong dark red colors shall be boosted
  329. #define moodG 1.1 //[0.0 to 2.0] How strong dark green colors shall be boosted
  330. #define moodB 0.5 //[0.0 to 2.0] How strong dark blue colors shall be boosted
  331.  
  332. //CROSSPROCESS
  333. #define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions
  334. #define CrossSaturation 1.12 //[0.5 to 2.00]
  335. #define CrossBrightness -0.052 //[-0.3 to 0.30]
  336. #define CrossAmount 1.0 //[0.05 to 1.5]
  337.  
  338. //FILMICPASS
  339. #define Strenght 0.725 //[0.05 to 1.5] Strength of the color curve altering
  340. #define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve
  341. #define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image
  342. #define Contrast 1.0 //[0.5 to 2.0] Contrast.
  343. #define FSaturation -0.15
  344. #define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
  345. #define FRedCurve 6.0
  346. #define FGreenCurve 6.0
  347. #define FBlueCurve 6.0
  348. #define BaseCurve 1.5
  349. #define EffectGammaR 1.0
  350. #define EffectGammaG 1.0
  351. #define EffectGammaB 1.0
  352. #define EffectGamma 0.75
  353. #define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve
  354.  
  355. //REINHARD TONEMAP
  356. #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white
  357. #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping
  358.  
  359. //REINHARD LINEAR TONEMAP
  360. #define ReinhardLinearWhitepoint 4.4
  361. #define ReinhardLinearPoint 0.06
  362. #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
  363.  
  364. //COLORMOD
  365. #define ColormodChroma 0.78 // Saturation
  366. #define ColormodGammaR 1.05 // Gamma for Red color channel
  367. #define ColormodGammaG 1.05 // Gamma for Green color channel
  368. #define ColormodGammaB 1.05 // Gamma for Blue color channel
  369. #define ColormodContrastR 0.50 // Contrast for Red color channel
  370. #define ColormodContrastG 0.50 // ...
  371. #define ColormodContrastB 0.50 // ...
  372. #define ColormodBrightnessR -0.08 // Brightness for Red color channel
  373. #define ColormodBrightnessG -0.08 // ...
  374. #define ColormodBrightnessB -0.08 // ...
  375.  
  376. //SPHERICAL TONEMAP
  377. #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
  378.  
  379. //GODRAYS
  380. #define GODRAYDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
  381. #define GodraySamples 128 //[2^x format] How many samples the godrays get
  382. #define GodrayDecay 0.96 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
  383. #define GodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness
  384. #define GodrayWeight 1.25 //[0.8 to 1.7] weighting
  385. #define GodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays
  386. #define GodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays
  387.  
  388. //ANAMORPHIC LENSFLARE
  389. #define ANAMFLAREDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
  390. #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value
  391. #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare
  392. #define fFlareIntensity 2.87 // [0.2 to 5.0] effect intensity
  393. #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB
  394.  
  395. //CHROMATICABBERATION
  396. #define ChromaticAmount 0.007 //[0.005 to 0.03] Amount of color shifting
  397. #define LensSize 0.51 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification
  398. #define LensDistortion 00.00 //[-0.3 to 0.3] distortion of image, fish eye effect
  399. #define LensDistortionCubic 00.01 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based
  400.  
  401. //LENZ FLARE
  402. #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
  403. #define LenzIntensity 1.5 //[0.2 to 3.0] power of lens flare effect
  404. #define LenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare
  405. #define LenzDownsampling 5 //[0 to 7] Mipmap level of lensflare texture. Too low value means too sharp lensflare, too high value means filtering artifacts. Sweetspot is 4-6.
  406.  
  407. //NOISE GRAIN
  408. #define fGrainMotion 0.001 //[0.0 to 0.1] speed of noise change rate, 0.0 means static noise
  409. #define fGrainSaturation 0.02 //[0.05 to 1.0] brightness and chroma difference between the single noise pixels, 0 would mean plain black image added to original image resulting in no noise at all.
  410. #define fGrainIntensity 1.000 //[0.05 to 1.0] Power of noise
  411. #define GrainIntensityBright 0.01 //[0.0 to 2.0] Intensity of Grain in bright areas.
  412. #define GrainIntensityMid 0.01 //[0.0 to 2.0] Intensity of Grain in midtone areas.
  413. #define GrainIntensityDark 0.08 //[0.0 to 2.0] Intensity of Grain in dark areas.
  414.  
  415. //HD6VIGNETTE
  416. #define LEFTANDRIGHT 1 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
  417. #define TOPANDBOTTOM 0 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
  418. #define CORNERDARKEN 0 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
  419. #define SquareTop 0.58
  420. #define SquareBottom 0.58
  421. #define CircularPower 0.0 //[0.0 to 100000.0] amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle
  422. #define ColorDistortion 0.0 //[0.0 to 5.0] distorts the colors a bit
  423. #define ContrastSharpen 11.6
  424. #define VignetteBorder 6.5
  425.  
  426. //STANDARDVIGNETTE
  427. #define EVignetteAmount 2.1 //[0.0 to 5.0] self-explaining variable name
  428. #define EVignetteCurve 1.5 //[0.0 to 5.0] self-explaining variable name
  429. #define EVignetteRadius 0.8 //[0.0 to 5.0] self-explaining variable name
  430. #define VIGNCOLORING 0 //[0 or 1] enables color override, RGB controls below.
  431. #define VIGNREDAMOUNT 0.0
  432. #define VIGNGREENAMOUNT 0.0
  433. #define VIGNBLUEAMOUNT 0.0
  434.  
  435. //COLOR HUE FX
  436. #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
  437. #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
  438. #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
  439. #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
  440. #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
  441.  
  442.  
  443. //+++++++++++++++++++++++++++++
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